﻿using System.Collections.Generic;
using UnityEngine;

public class PlayerData
{
    public int stageId;
    //其他存档内容再补充
    public SerializeVector3 Pos;
    public SerializeVector3 FaceDir;
    public PlayerData(int stageID, Vector3 pos, Vector3 eulerAngle)
    {
        stageId = stageID;
        this.Pos = new SerializeVector3(pos.x,pos.y,pos.z);
        this.FaceDir = new SerializeVector3(eulerAngle.x,eulerAngle.y,eulerAngle.z);
    }
}
public class StageData
{
    public Dictionary<string, MonoItemInfo> MonoItemDic;
    public StageData()
    {
        MonoItemDic =  new Dictionary<string, MonoItemInfo>();
    }
}
public class MonoItemInfo
{
    public bool isUnActive;
    public SerializeVector3 Pos;
    public SerializeVector3 EulerAngle;
    //其他
}
public class UserData
{
    public int Gems;
    public List<int> unlockWeapons;
    public int currentWeapon;
    public bool isInitState;

    public void UpdateUserData(int Gems, List<int> unlockWeapons, int currentWeapon)
    {
        this.Gems = Gems;
        this.unlockWeapons = unlockWeapons;
        this.currentWeapon = currentWeapon;
        isInitState = false;
    }
    public UserData()
    {
        Gems = 0;
        unlockWeapons = new List<int>();
        currentWeapon = -1;
        isInitState = true;
    }
}

public class SettingData
{
    public float GameMusicVolume;
    public float GameSFXVolume;
    public void UpdateSettingData(float musicVolume, float SFXVolume )
    {
        GameMusicVolume = musicVolume;
        GameSFXVolume = SFXVolume;
    }

    public SettingData()
    {
        GameMusicVolume = 0.5f;
        GameSFXVolume = 0.9f;
    }
}